T1 · 1 CLA
Divine Smite
Once per turn, when you succeed on an attack roll with a margin of 3 or more, you deal additional Radiant damage equal to your Lore (Religion) skill. This triggers automatically on qualifying hits and requires no additional AP or resource expenditure.
Smite the Wicked
Your Divine Smite deals double damage against undead, demons, and creatures with the Shadow or Void descriptor. This bonus applies only to the Radiant damage portion, not the base attack.
Radiant Aura
Allies within 5m of you gain +1 to Physical Defense at all times as long as you are conscious. This is a passive aura requiring no concentration.
T2 · 1 CLA
Divine Aura
Spending 3 AP, activate your Divine Aura in a radius of 2 times your Lore (Religion) skill in meters, centred on you, requiring concentration, lasting 10 minutes. Choose a number of effects up to half your Lore (Religion) skill (rounded up): allies gain +1 to attack rolls; allies gain bonus Physical and Elemental Defense equal to half your Lore (Religion), rounded up; allies gain elemental resistance of choice; allies gain immunity to poison and disease; enemies suffer minus 1 to attacks against your allies; enemies suffer Physical Defense penalty equal to half your Lore (Religion), rounded up; or hidden creatures with rating below your Lore (Religion) are revealed.
Radiant Champion
While Divine Aura is active, your Divine Smite applies to every successful hit, not only those with a margin of 3 or more, against undead, demons, and Shadow or Void creatures.
Shielding Light
Radiant Aura now also grants +1 to Mental Defense for affected allies. The radius extends to 10m while your Divine Aura is active.
T3 · 1 CLA
Sacred Vow: Oath of Protection
Passive: grant +1 to Physical and Mental defend rolls to all allies within your Divine Aura. Once per session: when an ally within your Divine Aura would be Taken Out, immediately restore their Physical Stress Pool to full and leave them with 1 unfilled Consequence slot. Additionally, once per scene, you may plant your feet and become immovable: for 3 rounds, you cannot move but all attacks against allies within 5m of you must first pass through you.
Divine Intervention
Once per session, call upon divine power as a free action. All enemies within your Divine Aura must make a Resolve defend roll against your Lore (Religion) or become Frightened of you for rounds equal to the margin of failure.
Absolute Ward
Once per scene, you may designate one ally within your Divine Aura as Divinely Protected until the start of your next turn. Every attack against that ally fails automatically — they are untouchable for that duration.